using Lockstep.Game;
using Lockstep.Math;
using System.Collections.Generic;
using System;
using Sirenix.OdinInspector;
using UnityEngine;

namespace Lockstep.Game
{
    [CreateAssetMenu(menuName = "ScriptableObject/CollisionConfig")]
    public class CollisionConfig : SerializedScriptableObject
    {
        [TableMatrix(HorizontalTitle = "Layer(Static, Enemy, Player, Bullet)")]
        public bool[,] collisionMatrix = new bool[4, 4];
        public Vector2 scrollPos;
        public bool isShow = true;



        public void SetColliderPair(int a, int b, bool val)
        {
            collisionMatrix[a, b] = val;
            collisionMatrix[b, a] = val;
        }

        public bool GetColliderPair(int a, int b)
        {
            return collisionMatrix[a, b];
        }

        public LVector3 pos;
        public LFloat worldSize = new LFloat(60);
        public LFloat minNodeSize = new LFloat(1);
        public LFloat loosenessval = new LFloat(true, 1250);

        public int count = 100;

        public int showTreeId = 0;
    }
}